Bestiary
An almanac of Acolyte horrors
CHAOS CULT
Chaos cults foment rebellion and betrayal on thousands of worlds, gladly fighting in service of their post-Human superiors while seeking the downfall of the Imperium.
GENERATION TABLE
D20 |
DV |
Operative |
1-2 (Max 1) |
2 |
Cult Leader |
3-4 (Max 1) |
2 |
Cultist Icon Bearer |
5-12 |
1 |
Cultist Fighter armed with one of the following:
- Autogun, Gun butt
- Shotgun, Gun butt
- Autopistol, Improvised blade
|
13-14 |
2 |
Cultist Gunner armed with Gun butt and one of the following:
|
15-18 |
2 |
Abomination |
19 |
2 |
Lesser Daemon* |
20 |
3 |
Heretic Astartes armed with one of the following:
- Boltgun, Fists
- Bolt pistol, Chainsword
|
FACTION RULE: DEVOTION TO DARKNESS
When selecting this faction, choose one Chaos god as the object of the Cult's devotion. This determines the type of Lesser Daemon that may be deployed and the faction special rule as detailed below.
KHORNE
Daemon: Blodletter
Fury: Each time a friendly CULTIST operative fights in combat, in the Resolve Successful Hits step of that combat, if it performed a Charge action during that activation, the first time it strikes, inflict one additional damage.
NURGLE
Daemon: Plaguebearer
Rot: Each time a friendly CULTIST operative is incapacitated, roll one D6. On a 6, replace that operative with a Zombie, with an Engage order and the same Ready/Activated status and tokens (e.g. Blaze) as the incapacitated operative
SLAANESH
Daemon: Daemonette
Decadence: Each time a friendly CULTIST operative fights in combat, in the Resolve Successful Hits step of that combat, when it would resolve its first successful hit, if the target is injured, it can resolve two successful hits.
TZEENTCH
Daemon: Pink Horror
Fate: Each time a friendly CULTIST fights in combat or is the target of a shooting attack, in the Roll Attack Dice step of that attack, its opponent cannot re-roll their attack dice.
CHAOS CULT DATACARDS
CULT LEADER |
APL |
MOVE |
SAVE |
WOUNDS |
Those who rise to lead a cult may be officers, aristocrats, gang lords or underground preachers, but all are pledged to desecration. |
2 |
6" |
5+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
3+ |
2/3 |
Range 8" |
|
Malefic blade |
5 |
3+ |
3/4 |
Malefic blade* |
*Malefic blade: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, each time it retains a critical hit, 1 damage is inflicted on target.
|
|
CHAOS CULT, CHAOS, CHAOS CULT, CULT LEADER, LEADER
CULTIST FIGHTER |
APL |
MOVE |
SAVE |
WOUNDS |
Cultists arm themselves with an assortment of improvised weapons, killing in service of their dark masters. |
2 |
6" |
6+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
5+ |
2/3 |
Range 8" |
|
Shotgun |
4 |
4+ |
3/3 |
Range 8" |
|
Autogun |
4 |
5+ |
2/3 |
- |
|
Improvised blade |
4 |
5+ |
2/3 |
- |
|
Gun butt |
3 |
5+ |
2/3 |
- |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly CHAOS CULT TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
|
CHAOS CULT, CHAOS, CHAOS CULT, CULTIST FIGHTER, TROOPER
CULTIST GUNNER |
APL |
MOVE |
SAVE |
WOUNDS |
Long-hidden heavier weapons are broken out by the cult's leaders and assigned to favoured warriors when the time comes. |
2 |
6" |
6+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Flamer |
5 |
2+ |
3/3 |
Range 8", Saturate, Torrent 2" |
|
Heavy stubber (focused) |
5 |
4+ |
3/4 |
Heavy (Dash only), Ceaseless |
|
Heavy stubber (sweeping) |
4 |
4+ |
3/4 |
Heavy (Dash only), Torrent 1" |
|
Gun butt |
3 |
5+ |
2/3 |
- |
CHAOS CULT, CHAOS, CHAOS CULT, CULTIST GUNNER
CULTIST ICON BEARER |
APL |
MOVE |
SAVE |
WOUNDS |
Icon Bearers raise their foul sigils aloft to signal the attack, inspiring their brethren to feats of great sacrifice. |
2 |
6" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autogun |
4 |
4+ |
2/3 |
- |
|
Gun butt |
3 |
5+ |
2/3 |
- |
Icon Bearer: While this operative is Visible to a friendly CHAOS CULT operative, that operative is inspired by the cult and cannot be Injured. When determining control of interactive objects (including objective markers), treat this operative's APL characteristic as being 1 higher.
|
CHAOS CULT, CHAOS, CHAOS CULT, CULTIST ICON BEARER
HERETIC ASTARTES |
APL |
MOVE |
SAVE |
WOUNDS |
Fuelled by millennia of hate, Heretic Astartes fight an endless war against the Imperium in the name of the Dark Gods. |
3 |
6" |
3+ |
14 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Bolt pistol |
4 |
3+ |
3/4 |
Range 8" |
|
Boltgun |
4 |
3+ |
3/4 |
- |
|
Chainsword |
4 |
3+ |
4/5 |
Ceaseless |
|
Fists |
4 |
3+ |
3/4 |
- |
Astartes: During each friendly HERETIC ASTARTES operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt pistol, boltgun or tainted bolt pistol must be selected for at least one of them..
|
CHAOS CULT, CHAOS, CHAOS CULT, HERETIC ASTARTES
ABOMINATION |
APL |
MOVE |
SAVE |
WOUNDS |
Hunted by the authorities, beastmen and other monstrosities gravitate to the welcoming arms and relative safety of chaos cults. |
2 |
6" |
6+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Claws |
4 |
4+ |
3/4 |
- |
CHAOS CULT, CHAOS, CHAOS CULT, ABOMINATION
ZOMBIE |
APL |
MOVE |
SAVE |
WOUNDS |
The victims of an unknown pox, these moaning cadavers are slow yet relentless, ignoring even mortal wounds. |
2 |
4" |
6+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Rancid bite |
3 |
4+ |
2/3 |
- |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly CHAOS CULT TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
|
Shambling Dead: This operative cannot be Injured, cannot perform Mission actions, cannot be given a Conceal order, will always move directly towards the closest visible target, and can only Charge visible targets.
|
CHAOS CULT, CHAOS, CHAOS CULT, ZOMBIE, TROOPER
CHAOS CULT DAEMON DATACARDS
For CHAOS DAEMONS datacards, consult the Liber Daemonica. It is strongly recommended to use that datacards along with Daemonic Incursion mode and GREY KNIGHT operatives.
CULT OF THE UNSHACKLED
Rogue Psykers are beacons for bands of thralls, drawn to their power and devoted to their service.
GENERATION TABLE
|
DV |
Operative |
Always 1 |
3 |
Prisoner |
|
1 |
Thrall armed with one of the following options:
- Autogun, Gun butt
- Autopistol, Crude melee weapon
|
FACTION RULE: THRALLDOM
THRALL operatives exist only to protect the PRISONER.
- While there are no THRALL operatives within 6" of the PRISONER, the PRISONER is the priority target location for all THRALL operatives, and THRALL operatives activate in order of closeness to the PRISONER.
- If the PRISONER is the target of any shooting attack from beyond 6", resolve that attack against a THRALL within 6" of the PRISONER instead.
- If the PRISONER is the target of any shooting attack from within 6", resolve that attack against a THRALL within 3" of the PRISONER instead.
- An enemy operative may not select the PRISONER as the target of a Fight action if there is at least one THRALL within engagement range of that enemy operative.
- Each time a THRALL operative is incapacitated within 6" of the PRISONER, the PRISONER regains D6 lost wounds.
- At the end of each turn, randomly select one THRALL visible to the PRISONER and within 2" of at least one ACOLYTE RETINUE operative. That THRALL and all other operatives within 2" of it (excluding the PRISONER) suffer D6 mortal wounds.
CULT OF THE UNSHACKLED DATACARDS
PRISONER |
APL |
MOVE |
SAVE |
WOUNDS |
If this escaped prisoner ever had a name, the memory of it has burned away in the fires of its insanity. |
3 |
6" |
4+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Blaze |
5 |
2+ |
4/4 |
PSYCHIC, Range 6", Torrent 2", Blaze* |
|
Burn |
4 |
3+ |
4/5 |
PSYCHIC, Blaze*, Lethal 5+, Rending |
|
Ignite |
4 |
3+ |
4/6 |
PSYCHIC, Blaze*, Blast 2" |
|
Wyrdlit hands |
4 |
4+ |
4/5 |
Blaze, Lethal 5+, Rending |
Extremis-Level Psyker: This operative is such a powerful psyker than enemy abilities that would restrict its psychic actions or attacks have no effect. This operative may make multiple ranged attacks within its activation providing it selects a different ranged weapon profile for each attack. When this operative would make a ranged attack, randomly determine which eligible ranged weapon profile it selects.
|
Warp-fueled Constitution: Each time a shooting attack is made against this operative, ignore Piercing 1 weapon rule. Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
|
Volatile: Each time this operative fights in combat, the first time it loses a wound, each other operative Visible to and within 2" of it suffers D3 mortal wounds.
|
|
CULT OF THE UNSHACKLED, CHAOS, CULT OF THE UNSHACKLED, PRISONER, LEADER
THRALL |
APL |
MOVE |
SAVE |
WOUNDS |
These dangerous and desperate fighters have been dominated by the prisoner's malefic will and risking their souls to fight for it. |
2 |
6" |
6+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
5+ |
2/3 |
Range 8" |
|
Autogun |
4 |
5+ |
2/3 |
- |
|
Crude melee weapon |
4 |
4+ |
2/3 |
- |
|
Gun butt |
3 |
4+ |
2/3 |
- |
CULT OF THE UNSHACKLED, CHAOS, CULT OF THE UNSHACKLED, THRALL
DARK COMMUNE
The most devoted among a Chaos Cult carve evil symbols into their bodies, through which empiric power flows during battle, allowing flesh to warp and daemons to emerge through mortal hosts.
In addition to following rules, your Campaign master may use additional rules from Chaos Cult Rules. If it does so, replace any instance of CHAOS CULT faction keyword with DARK COMMUNE.
GENERATION TABLE
D20 |
DV |
Operative |
1 (Max 1) |
2 |
Cult Demagogue |
2 (Max 1) |
2 |
Iconarch |
3 (Max 1) |
2 |
Mindwitch |
4-5 (Max 1) |
4 |
2 Blessed Blades |
6 |
3 |
Torment |
7-10 |
2 |
Mutant |
11-20 |
1 |
Devotee |
FACTION RULE: MUTATION
During the scenario, DARK COMMUNE operatives can mutate. Each time they do, one of the following occurs:.
- DEVOTEE operatives mutate into MUTANT operatives with full wounds.
- MUTANT operatives mutate into TORMENT operatives with full wounds.
- All other operatives regain D3+1 lost wounds.
At the end of each turn, randomly determine one DARK COMMUNE operative to mutate.
At the end of each combat in which a DEVOTEE operative inflicts damage and is not incapacitated, that operative will mutate.
DARK COMMUNE DATACARDS
CULT DEMAGOGUE |
APL |
MOVE |
SAVE |
WOUNDS |
These vile orators are prophets of the Dark Gods and invoke the power of the warp through ritual sacrifice.26"5+8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Diabolical stave (ranged) |
4 |
4+ |
3/6 |
Range 2", Stun |
|
Pistol |
4 |
4+ |
2/3 |
Range 8" |
|
Diabolical stave (melee) |
4 |
4+ |
3/6 |
Stun |
INCITE SLAUGHTER |
1AP |
SUPPORT. One other friendly DARK COMMUNE operative visible to and within 9" of this operative can immediately perform a free Fight action. |
This operative cannot perform this action while within control range of an enemy operative. |
|
INCITE URGENCY |
1AP |
SUPPORT. One other friendly DARK COMMUNE operative visible to and within 9" of this operative can immediately perform a free Charge or Dash action (for the former, it cannot move more than 3"). |
This operative cannot perform this action while within control range of an enemy operative. |
|
DARK COMMUNE, CHAOS, DARK COMMUNE, CULT DEMAGOGUE, LEADER
ICONARCH |
APL |
MOVE |
SAVE |
WOUNDS |
Iconarchs have the blessing and the curse of carrying their Cult's spike and flame-billowing censer-icon to war. |
2 |
6" |
5+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Burning censer |
4 |
2+ |
4/4 |
Range 5", Saturate, Torrent 2" |
|
Pistol |
4 |
4+ |
2/3 |
Range 8" |
|
Crude melee weapon |
3 |
4+ |
2/3 |
- |
Icon Bearer: Whenever determining control of a marker, treat this operative's APL stat as 1 higher. Note this isn't a change to its APL stat, so any changes are cumulative with this.
|
RUINOUS ICON |
1AP |
PSYCHIC. Select one of the following effects to last until the start of this operative's next activation, until it's incapacitated or until it performs this action again (whichever comes first):
- Invigoration: PSYCHIC. Whenever a friendly DARK COMMUNE operative is within 4" of this operative, Normal and Critical Dmg of 4 or more inflicts 1 less damage on that operative.
- Deterioration: PSYCHIC. Whenever an enemy operative is within 4" of this operative, Normal and Critical Dmg inflicts 1 more damage on that operative.
|
This operative cannot perform this action while within control range of an enemy operative. |
|
DARK COMMUNE, CHAOS, DARK COMMUNE, PSYKER, ICONARCH
MINDWITCH |
APL |
MOVE |
SAVE |
WOUNDS |
All that remains of the psyker that is a Mindwitch is a mutated, swollen head connected to a mindless slave.26"5+8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Infernal gaze |
5 |
3+ |
0/0 |
PSYCHIC, Range 6", Devastating 2, Lethal 3+ |
|
Fists |
3 |
5+ |
1/2 |
- |
HEINOUS DELUGE |
1AP |
PSYCHIC. Select one enemy operative that's a valid target for this operative. Until the end of that operative's next activation, subtract 1 from its APL stat. |
This operative cannot perform this action while within control range of an enemy operative. |
|
MALEFIC VORTEX |
1AP |
PSYCHIC. Remove your Malefic Vortex marker from the killzone (if any). Then place your Malefic Vortex marker visible to this operative, or on Vantage terrain of a terrain feature that's visible to this operative. Inflict 1 damage on each enemy operative within 2" of that marker. In addition, in the Ready step of each Strategy phase, inflict 1 damage on each enemy operative within 2" of that marker. |
This operative cannot perform this action while within control range of an enemy operative. |
|
DARK COMMUNE, CHAOS, DARK COMMUNE, PSYKER, MINDWITCH
BLESSED BLADE |
APL |
MOVE |
SAVE |
WOUNDS |
Blessed Blades served as fanatically loyal bodyguards for Cult Demagogues.26"5+8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Commune blade |
4 |
4+ |
4/6 |
Lethal 5+ |
Cut Them Down: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, inflict D3+1 damage on that enemy operative before it moves. If that enemy operative is within control range of two of these operatives, inflict 2D3+2 damage instead.
|
Attuned In Purpose: Whenever this operative is activated, you can activate another ready friendly BLESSED BLADE operative within 6" of it at the same time. Complete their activations action by action in any order.
|
DARK COMMUNE, CHAOS, DARK COMMUNE, BLESSED BLADE
DEVOTEE |
APL |
MOVE |
SAVE |
WOUNDS |
Mortal followers of the Dark Gods, seduced by promises of temporal power.26"5+7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Pistol |
4 |
4+ |
2/3 |
Range 8" |
|
Crude melee weapon |
4 |
4+ |
2/3 |
- |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly DARK COMMUNE DEVOTEE operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
|
DARK COMMUNE, CHAOS, DARK COMMUNE, DEVOTEE
MUTANT |
APL |
MOVE |
SAVE |
WOUNDS |
Born of dark ritual, empyric experimentation or the predations of malign entities, Mutants have diverse, terrifying origins.26"5+7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Blasphemous appendages |
4 |
4+ |
3/4 |
Ceaseless, Rending |
Accursed Mutant: This operative cannot perform unique actions. You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
|
Unnatural Regeneration: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
|
DARK COMMUNE, CHAOS, DARK COMMUNE, MUTANT
TORMENT |
APL |
MOVE |
SAVE |
WOUNDS |
These hideous abominations are possed by one daemon or many.26"5+13 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Hideous mutations |
5 |
4+ |
4/5 |
Ceaseless, Rending |
Accursed Torment: This operative cannot perform unique actions, Pick Up Marker and mission actions (excluding Operate Hatch).
|
Unnatural Regeneration: Whenever an attack dice inflicts damage of 3 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
|
Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).
|
DARK COMMUNE, CHAOS, DARK COMMUNE, TORMENT
GELLERPOX INFECTED
Technological devices rebel in the presence of these ghoulish apparitions, their machine spirits recoiling in horror and spitting angry sparks as they fight to escape the Gellerpox.
In addition to following rules, your Campaign master may use additional rules and specialist datasheets from Gellerpox Infected Rules.
GENERATION TABLE
D20 |
DV |
Operative |
1-8 (Max 4) |
3 |
Nightmare Hulk |
9-14 |
1 |
Gellerpox Mutant with Frag grenade and one of the following:
- Heavy axe
- Improvised weapon
|
16-20 |
1 |
Glitchling |
- |
- |
Mutoid Vermin 1 per 2 total DV |
FACTION RULE: TECHNO-CURSE
At the end of the Select Operatives step, select one TECHNO-CURSE for friendly GELLERPOX INFECTED operatives to gain for the battle. Whenever an enemy operative is within control range of a friendly GELLERPOX INFECTED operative (excluding MUTOID VERMIN), or within 3" of a friendly GELLERPOX INFECTED GLITCHLING operative, that enemy operative is affected by the selected TECHNO-CURSE rule. Each TECHNO-CURSE is listed below:
Barrelwarp: Subtract 1 from the
Atk stat of that enemy operative's ranged weapons.
Screaming Rustspikes: Whenever that enemy operative is fighting or retaliating against a friendly GELLERPOX INFECTED operative, if your opponent discards any attack dice as a fail, inflict 1 damage on that enemy operative.
Viral Vox-static: That enemy operative's APL stat cannot be added to (remove all positive APL stat changes it has).
FACTION RULE: REVOLTINGLY RESILIENT
Whenever an attack dice inflicts damage of 3 or more on a friendly GELLERPOX INFECTED NIGHTMARE HULK or GELLERPOX INFECTED MUTANT operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.
GELLERPOX INFECTED DATACARDS
NIGHTMARE HULK |
APL |
MOVE |
SAVE |
WOUNDS |
Nightmare Hulks bear gruesome signs of verminous corruption. Insectile limbs and heads sprout from their mutant bodies, twitching with their own ghastly life. |
2 |
6" |
5+ |
20 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Mutant Tentacles |
5 |
4+ |
3/4 |
Range 3", Torrent 1" |
|
Mutant claw & tentacles (slashing) |
6 |
4+ |
3/4 |
- |
|
Mutant claw & tentacles (swiping) |
4 |
4+ |
3/4 |
Swipe* |
*Swipe: Whenever this operative performs the Fight action and you select this weapon profile, if it isn't incapacitated, it can immediately perform a free Fight action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free Fight actions until this operative is incapacitated or has fought against every enemy operative within its control range.
|
Nightmare Hulk: Whenever your opponent is selecting a valid target, friendly GELLERPOX INFECTED NIGHTMARE HULK operatives cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they're visible), it doesn't remove their cover save (if any).
Friendly GELLERPOX INFECTED NIGHTMARE HULK operatives cannot perform unique actions. You must spend 1 additional AP for friendly GELLERPOX INFECTED NIGHTMARE HULK operatives to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
|
GELLERPOX INFECTED, CHAOS, GELLERPOX INFECTED, NIGHTMARE HULK, LEADER
GELLERPOX MUTANT |
APL |
MOVE |
SAVE |
WOUNDS |
The Gellerpox works nightmare changes upon its victims, deadening their nerves and twisting their bodies into gross and dangerous new forms. |
2 |
5" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Frag grenade |
4 |
4+ |
2/4 |
Range 6", Blast 2", Limited 1, Saturate |
|
Heavy axe |
3 |
4+ |
4/5 |
Brutal |
|
Improvised weapon |
4 |
4+ |
3/4 |
Ceaseless |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly GELLERPOX INFECTED MUTANT operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
|
Gellercaust Masks: Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.
|
GELLERPOX INFECTED, CHAOS, GELLERPOX INFECTED, MUTANT
GLITCHLING |
APL |
MOVE |
SAVE |
WOUNDS |
These deviant plague mites caper and giggle as they infest enemy lines, delighting in the mayhem their presence spreads. |
2 |
6" |
6+ |
3 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Diseased effluence |
4 |
4+ |
2/2 |
Range 6" |
|
Diseased nippers |
3 |
4+ |
1/2 |
- |
Daemonic: Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
Small This operative cannot use any weapons that aren't on its datacard, or perform unique actions. Whenever this operative is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Vantage terrain).
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly GELLERPOX INFECTED GLITCHLING operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
GELLERPOX INFECTED, CHAOS, GELLERPOX INFECTED, GLITCHLING
MUTOID VERMIN |
APL |
MOVE |
SAVE |
WOUNDS |
Swollen to huge size and afforded gruesome lethality by the Gellerpox, shipboard vermin fight alongside their masters. |
2 |
6" |
6+ |
2 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Swarm |
4 |
6+ |
0/0 |
Range 6", Stun |
|
Bite |
5 |
5+ |
1/2 |
Shock |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly GELLERPOX INFECTED MUTOID VERMIN operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
GELLERPOX INFECTED, CHAOS, GELLERPOX INFECTED, MUTOID VERMIN
GENESTEALER COVEN
Genestealer Cults bide their time in darkness, striking when the Day of Ascension dawns. The cultists move in the shadows, setting up the perfect ambush. When the time comes and the signal is given, they strike with coordination, precision and zealous devotion.
GENERATION TABLE
D20 |
DV |
Operative |
1-2 (Max 1) |
2 |
Neophyte Leader |
3-4 (Max 1) |
2 |
Neophyte Icon Bearer |
5-10 |
3 |
2 Neophyte Hybrids, armed with Gun butt and one of the following:
|
11-14 (Max 1) |
2 |
Neophyte Gunner, armed with Gun butt and one of the following:
- Flamer
- Grenade launcher
- Heavy stubber
- Mining laser
- Seismic cannon
- Webber
|
15-19 |
2 |
Hybrid Fighter |
20 |
3 |
Purestrain Genestealer |
FACTION RULE: CULT AMBUSH
At the start of each turning point roll a D6 for each piece of Stronghold terrain, or floor tile if you are playing Killzone: Gallowdark. On a 6, place an additional Neophyte Cultist within 1" of that piece of terrain or within that tile, where possible out of Visibility or in cover relative to the ACOLYTE RETINUE
GENESTEALER COVEN DATACARDS
NEOPHYTE LEADER |
APL |
MOVE |
SAVE |
WOUNDS |
Often a veteran of an Imperial martial or security institution, the leaders of coven broods are accomplished commanders. |
2 |
6" |
5+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
3+ |
2/3 |
Range 8" |
|
Power pick |
4 |
3+ |
5/6 |
Rending |
GENESTEALER COVEN, GENESTEALER CULTS, GENESTEALER COVEN, NEOPHYTE LEADER, LEADER
NEOPHYTE CULTIST |
APL |
MOVE |
SAVE |
WOUNDS |
Neophyte Hybrids most closely resemble untainted Humans and use this to infiltrate local authorities and institutions. |
2 |
6" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autogun |
4 |
4+ |
2/3 |
- |
|
Shotgun |
4 |
3+ |
3/3 |
Range 8" |
|
Gun butt |
3 |
4+ |
2/3 |
- |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly GENESTEALER COVEN NEOPHYTE CULTIST operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
|
GENESTEALER COVEN, GENESTEALER CULTS, GENESTEALER COVEN, NEOPHYTE CULTIST
NEOPHYTE GUNNER |
APL |
MOVE |
SAVE |
WOUNDS |
Some Neophytes are lucky enough to get their hands on a special weapon, traded on the black market or stolen from local forces. |
2 |
6" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Flamer |
5 |
2+ |
3/3 |
Range 8", Saturate, Torrent 2" |
|
Grenade launcher (Frag) |
4 |
4+ |
2/4 |
Blast 2" |
|
Grenade launcher (Krak) |
4 |
4+ |
4/5 |
Piercing 1 |
|
Heavy stubber (Focused) |
5 |
4+ |
3/4 |
Ceaseless, Heavy (Dash only) |
|
Heavy stubber (sweeping) |
4 |
4+ |
3/4 |
Heavy (Dash only), Torrent 1" |
|
Mining laser |
5 |
4+ |
5/6 |
Heavy, Piercing 1 |
|
Seismic cannon |
6 |
4+ |
2/2 |
Blast 1", Heavy, Stun |
|
Webber |
4 |
3+ |
2/2 |
Range 6", Lethal 5+, Stun |
|
Gun butt |
3 |
4+ |
2/3 |
- |
GENESTEALER COVEN, GENESTEALER CULTS, GENESTEALER COVEN, NEOPHYTE GUNNER
NEOPHYTE ICON BEARER |
APL |
MOVE |
SAVE |
WOUNDS |
Icon Bearers are rallying points for their brothers and sisters, beacons of unassailable faith in the coming of the Star Children |
2 |
6" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autogun |
4 |
4+ |
2/3 |
- |
|
Gun butt |
3 |
4+ |
2/3 |
- |
Icon Bearer: While this operative is Visible to a friendly GENESTEALER COVEN operative, that operative is inspired by the cult and cannot be injured. When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher.
|
GENESTEALER COVEN, GENESTEALER CULTS, GENESTEALER COVEN, NEOPHYTE ICON BEARER
HYBRID FIGHTER |
APL |
MOVE |
SAVE |
WOUNDS |
Hybrids hide in the darkness to conceal their chitinous forms and extra limbs, but are lethal fighters come the day of ascension. |
2 |
6" |
5+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
4+ |
2/3 |
Range 8" |
|
Claws and blades |
4 |
3+ |
4/5 |
- |
GENESTEALER COVEN, GENESTEALER CULTS, GENESTEALER COVEN, HYBRID FIGHTER
PURESTRAIN GENESTEALER |
APL |
MOVE |
SAVE |
WOUNDS |
Genestealers are swift and powerful predators with lightning-fast reflexes and claws that tear through armour, flesh and bone. |
2 |
6" |
5+ |
9 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Rending claws |
5 |
3+ |
4/5 |
Relentless, Rending |
Lightning Reflexes: Whenever a shooting attack is made against this operative, it is always treated as being Obscured, unless the operative performing that attack is within 2" of this operative. Each time this operative is activated, it can perform a free Dash action.
|
Hidden Horror: This operative always has a Conceal order, is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point), and can perform the Charge action while it has a Conceal order.
|
GENESTEALER COVEN, TYRANIDS, GENESTEALER COVEN, PURESTRAIN GENESTEALER
RAVAGER WARPACK
Ravager Warpacks are bands of mutants and abhumans who have succumbed to their twisted nature and primal urges, and now seek to destroy everything human in the name of the Dark Gods.
In addition to following rules, your Campaign master may use additional rules and specialist datasheets from Fellgor Ravager Rules. If it does so, replace any instance of FELLGOR RAVAGER faction keyword with RAVAGER WARPACK.
GENERATION TABLE
D20 |
DV |
Operative |
1-2 (Max 1) |
3 |
Ravager Chieftain |
3-4 (Max 1) |
3 |
Ravager Shaman |
5-6 (Max 1) |
3 |
Ravager Deathknell |
7-12 |
3 |
Ravager Brute |
13-20 |
2 |
Ravager Warrior |
FACTION RULE: FRENZY
Each time a RAVAGER WARPACK operative without a Frenzy token would be incapacitated, it gains a Frenzy token instead. While a RAVAGER WARPACK operative has a Frenzy token:
- It is injured
- It cannot perform mission actions or the Pick Up Marker action.
- It is incapacitated when one of the following conditions is met:
- Its activation ends.
- It suffers critical damage.
- It suffers normal damage twice. This can occur in separate attacks.
- The battle ends.
RAVAGER WARPACK DATACARDS
RAVAGER CHIEFTAIN |
APL |
MOVE |
SAVE |
WOUNDS |
The leaders of Ravager Warpacks are warriors who have fought their way to the top. |
2 |
6" |
5+ |
11 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Corrupted pistol |
4 |
4+ |
3/5 |
Range 8", Rending |
|
Brutal weapon |
4 |
3+ |
4/5 |
Brutal |
RAVAGER WARPACK, CHAOS, RAVAGER WARPACK, RAVAGER CHIEFTAIN, LEADER
RAVAGER SHAMAN |
APL |
MOVE |
SAVE |
WOUNDS |
Obscene preachers and malevolent advisors, Shamans wield the raw power of Chaos. |
2 |
6" |
5+ |
10 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
4+ |
2/3 |
Range 8" |
|
Stave |
4 |
3+ |
3/5 |
Stun |
Mantle of Darkness: While a friendly RAVAGER WARPACK operative is within 3" of this operative, enemy operatives more than 6" from that operative always treat it as having a Conceal order, regardless of any other rules.
Weapon Curse: Each time an enemy operative makes a shooting attack against this operative, the weapon selected for that shooting attack gains the Hot weapon rule until the end of the battle.
|
RAVAGER WARPACK, CHAOS, RAVAGER WARPACK, RAVAGER SHAMAN
RAVAGER DEATHKNELL |
APL |
MOVE |
SAVE |
WOUNDS |
Deathknells carry great war gongs which they use to beat the hunt, signal their packmates and herald the doom of their enemies. |
2 |
6" |
5+ |
10 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
4+ |
2/3 |
Range 8" |
|
Cleaver |
4 |
3+ |
4/5 |
- |
Icon Bearer: While this operative is Visible to a friendly RAVAGER WARPACK operative, that operative is inspired by the pack and cannot be Injured. When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher.
Wargong: Whenever critical Dmg is inflicted on a friendly RAVAGER WARPACK operative within 3" of this operative, normal Dmg is inflicted instead.
|
RAVAGER WARPACK, CHAOS, RAVAGER WARPACK, RAVAGER DEATHKNELL
RAVAGER BRUTE |
APL |
MOVE |
SAVE |
WOUNDS |
Brutes wield huge two-handed weapons, carving a path of blood through their enemies. |
2 |
6" |
5+ |
10 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Brutal weapon |
4 |
4+ |
4/5 |
Brutal, 1" Devastating 2", Relentless |
RAVAGER WARPACK, CHAOS, RAVAGER WARPACK, RAVAGER BRUTE
RAVAGER WARRIOR |
APL |
MOVE |
SAVE |
WOUNDS |
Ravagers never stop fighting, whether for prey or their place in the pack hierarchy. |
2 |
6" |
5+ |
10 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
4+ |
2/3 |
Range 8" |
|
Cleaver |
4 |
4+ |
4/5 |
- |
RAVAGER WARPACK, CHAOS, RAVAGER WARPACK, RAVAGER WARRIOR
TRAITOR MILITIA
Having cast aside their oaths of loyalty to the Golden Throne, these Traitor Guardsmen now seek to catch the eye of a Dark God. To this end, they make the battlefield into their sacrificial altar, risking acts of insane bravado to spill enemy blood, and perhaps earn fleeting rewards of unholy power.
In addition to following rules, your Campaign master may use additional rules and specialist datasheets from Blooded Rules. If it does so, replace any instance of BLOODED faction keyword with TRAITOR MILITIA.
GENERATION TABLE
D20 |
DV |
Operative |
1-2 (Max 1) |
2 |
Traitor Chieftain |
3 (Max 1) |
2 |
Traitor Enforcer |
4-10 |
3 |
2 Traitor Troopers |
11-15 |
2 |
Traitor Gunner armed with one of the following options:
- Flamer
- Grenade launcher
- Long-las
- Meltagun
- Plasma gun
|
16-19 |
2 |
Traitor Fighter |
20 |
3 |
Ogryn |
FACTION RULE: BLOODED
Each time a TRAITOR MILITIA operative incapacitates another operative, that TRAITOR MILITIA operative gains a Blooded token. Each time a TRAITOR MILITIA operative is incapacitated within 6” of an enemy operative, the closest TRAITOR MILITIA operative to the incapacitated operative gains a Blooded token.
Whenever a friendly TRAITOR MILITIA operative has one of your Blooded tokens, its weapons have the Accurate 1 weapon rule.
TRAITOR MILITIA DATACARDS
TRAITOR CHIEFTAIN |
APL |
MOVE |
SAVE |
WOUNDS |
Through force of will, threat of violence and sheer charisma, Chieftains rule over kill teams of Blooded and lead them to war. |
2 |
6" |
5+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Plasma pistol (standard) |
4 |
3+ |
3/5 |
Range 8", Piercing 1 |
|
Plasma pistol (supercharge) |
4 |
3+ |
4/5 |
Range 8", Hot, Lethal 5+, Piercing 1 |
|
Improvised blade |
4 |
3+ |
2/3 |
- |
Lead With Strength: Whenever this operative has one of your Blooded tokens, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.
|
TRAITOR MILITIA, CHAOS, TRAITOR MILITIA, TRAITOR CHIEFTAIN, LEADER
TRAITOR ENFORCER |
APL |
MOVE |
SAVE |
WOUNDS |
Even the troopers of the Blooded are hardened killers, tempered amidst the fires of heresy and consumed by a selfish desire to claw their way to power. Cruel and driven, they will risk everything to catch the eye of a Dark God. |
2 |
6" |
4+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Bolt pistol |
4 |
3+ |
3/4 |
Range 8" |
|
Power fist |
4 |
4+ |
5/7 |
Brutal |
Gruelling Disciplinarian: Whenever a friendly TRAITOR MILITIA operative is within 6" of this operative, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).
|
Enforce: Each time this operative activates, the closest visible TRAITOR MILITIA operative will immediately make a free action per the relevant decision tree.
|
TRAITOR MILITIA, CHAOS, TRAITOR MILITIA, TRAITOR ENFORCER
TRAITOR FIGHTER |
APL |
MOVE |
SAVE |
WOUNDS |
Even the troopers of the Blooded are hardened killers, tempered amidst the fires of heresy and consumed by a selfish desire to claw their way to power. Cruel and driven, they will risk everything to catch the eye of a Dark God. |
2 |
6" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Wicked blades |
4 |
3+ |
4/5 |
- |
TRAITOR MILITIA, CHAOS, TRAITOR MILITIA, TRAITOR FIGHTER
TRAITOR GUNNER |
APL |
MOVE |
SAVE |
WOUNDS |
Renegades claim special weapons from their victims as trophies, bearing them as symbols of power and status. |
2 |
6" |
5+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Flamer |
5 |
2+ |
3/3 |
Range 8", Saturate, Torrent 2" |
|
Grenade launcher (frag) |
4 |
4+ |
2/4 |
Blast 2" |
|
Grenade launcher (krak) |
4 |
4+ |
4/5 |
Piercing 1 |
|
Long-las (mobile) |
4 |
3+ |
3/4 |
- |
|
Long-las (stationary) |
4 |
2+ |
3/3 |
Devastating 1, Heavy (Dash only), Silent |
|
Plasma gun (standard) |
4 |
4+ |
4/5 |
Piercing 1 |
|
Plasma gun (supercharge) |
4 |
4+ |
5/6 |
Hot, Lethal 5+, Piercing 1 |
|
Meltagun |
4 |
4+ |
6/3 |
Range 6", Devastating 4, Piercing 2 |
|
Bayonet |
3 |
4+ |
2/3 |
- |
TRAITOR MILITIA, CHAOS, TRAITOR MILITIA, TRAITOR GUNNER
TRAITOR OGRYN |
APL |
MOVE |
SAVE |
WOUNDS |
Savage brutes even before turning traitor, Ogryns sworn to Chaos are quick to earn mutant blessings. |
2 |
6" |
5+ |
16 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Power maul & mutant claw |
4 |
3+ |
5/6 |
Rending, Shock |
Avalanche of Muscle: Whenever this operative ends its move during the Charge action, you can inflict D3 damage on one enemy operative within its control range.
|
Chem-Enhanced: You can ignore any changes to this operative's APL stat and it's not affected by enemy operatives' Shock and Stun weapon rules.
|
Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).
|
Slow-Witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
|
TRAITOR MILITIA, CHAOS, TRAITOR MILITIA, TRAITOR OGRYN
TRAITOR TROOPER |
APL |
MOVE |
SAVE |
WOUNDS |
Even the troopers of the Blooded are hardened killers, tempered amidst the fires of heresy and consumed by a selfish desire to claw their way to power. Cruel and driven, they will risk everything to catch the eye of a Dark God. |
2 |
6" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Lasgun |
4 |
4+ |
2/3 |
- |
|
Bayonet |
3 |
4+ |
2/3 |
- |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly TRAITOR MILITIA TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
|
TRAITOR MILITIA, CHAOS, TRAITOR MILITIA, TRAITOR TROOPER, TROOPER
XENOS
Liber Xenologis decribes various feral xenos species living across the galaxy. These abominations are moderate threat for imperial citizen, thus requiring immediate purge.
AMBULL |
APL |
MOVE |
SAVE |
WOUNDS |
These subterranean Death World predators cleave through rock and armour alike with their vicious claws and crushing insectile jaws. |
2 |
6" |
3+ |
30 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Crushing Jaws |
5 |
3+ |
5/6 |
Brutal |
Thick-Skinned: Whenever this operative fights, retailiates or being shot, it can ignore normal Dmg from 1 attack dice.
Bull Charge: Each time this operative fights, if it made the Charge action during that activation, its Crushing Jaws gain the Stun weapon rule.
Tunneller: Each time this operative performs a Reposition, Dash or Charge action, it can move through parts of terrain features that are no more than 1" thick as if they were not there (but cannot climb or drop).
FERAL XENOS, MONSTER, AMBULL
BONEWYRM |
APL |
MOVE |
SAVE |
WOUNDS |
Larvae of the dreaded Ambull, in a swarm Borewyrms are no less dangerous than their full-grown kin. |
2 |
6" |
6+ |
5 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Vicious Jaws |
4 |
4+ |
1/2 |
- |
Pheromonal Attraction:When a friendly AMBULL operative finishes its activation within 6” or visible of this operative, this operative may immediately activates.
FERAL XENOS, BONEWYRM
CATACHAN DEVIL |
APL |
MOVE |
SAVE |
WOUNDS |
Death World predators, these crawling nightmares rip and tear with snapping claws and stinging barbs. |
2 |
8" |
4+ |
20 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Sting and claw |
5 |
3+ |
4/5 |
Toxin* |
Thick-Skinned: Whenever this operative fights, retailiates or being shot, it can ignore normal Dmg from 1 attack dice.
Scuttle: This operative ignores all penalties to movement from terrain.
*Toxin: For the remainder of the scenario treat the target operative as being Injured
FERAL XENOS, MONSTER, CATACHAN DEVIL
DEVILSPAWN |
APL |
MOVE |
SAVE |
WOUNDS |
Juveniles of the Catachan Devil, Devilspawn swarm unwary targets from hidden burrows. |
2 |
8" |
6+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Nipping claws |
4 |
3+ |
2/3 |
- |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly DEVILSPAWN operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
Burrower: This operative always has a Conceal order and can Charge while it has a Conceal order.
Scuttle: This operative ignores all penalties to movement from terrain.
FERAL XENOS, DEVILSPAWN
CLAWED FIEND |
APL |
MOVE |
SAVE |
WOUNDS |
These semi-sentient monsters care nothing for wa |
2 |
6" |
4+ |
20 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Fiend claws |
5 |
3+ |
4/5 |
Rending |
Thick-Skinned: Whenever this operative fights, retailiates or being shot, it can ignore normal Dmg from 1 attack dice.
Bestial Fury: When this operative would normally become Injured, its Fiend claws gain the Relentless special rule instead.
FERAL XENOS, MONSTER, CLAWED FIEND
ENSLAVER |
APL |
MOVE |
SAVE |
WOUNDS |
These strange warp entities are attracted to the psychic emanations of living creatures. |
3 |
4" |
4+ |
20 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Psychic lash |
4 |
4+ |
4/0 |
PSYCHIC, Lethal 5+, Enslave* |
|
Psychic shock |
4 |
4+ |
4/0 |
PSYCHIC, Enslave* |
*Enslave: Each time this operative inflicts critical Dmg, subtract 1 from the target's APL stat, regardless of any other rules. If the target is reduced below 0 APL it becomes Enslaved and acts as an Enemy operative until either it or the Enslaver is incapacitated. If an operative is Enslaved during combat an Enslaver will discard any further hits.
Hunger: Enslavers will always attack PSYKER operatives in preference to any other target.
FERAL XENOS, MONSTER, DAEMON, ENSLAVER
ENSLAVED CREW |
APL |
MOVE |
SAVE |
WOUNDS |
Sallow echoes of the proud Navis they once were, these poor souls are mere puppets of an Enslaver. |
2 |
6" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Improvised weapon |
4 |
4+ |
2/3 |
- |
|
Sidearm |
4 |
4+ |
2/3 |
Range 8" |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly ENSLAVED operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
Enslaved: If the ENSLAVER is incapacitated, this operative will collapse into a coma and immediately also become incapacitated.
FERAL XENOS, IMPERIUM, ENSLAVED CREW
IMPERIAL CITIZEN
Sometimes, on your duty, you have to unleash justice on loyal citizen of Imperium to complete the mission. It's up to you how to call it in report - misunderstanding, administrative error or collateral damage.
IMPERIAL CITIZEN DATASHEETS
CLERK |
APL |
MOVE |
SAVE |
WOUNDS |
Administratum clerks make their invisible yet important job in billions of offices all over imperial worlds. |
2 |
6" |
6+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Stab-pistol |
4 |
5+ |
1/2 |
Range 6" |
|
Bare hands |
3 |
5+ |
1/2 |
- |
IMPERIAL CITIZEN, IMPERIUM, CLERK
HIVE GANGER |
APL |
MOVE |
SAVE |
WOUNDS |
Criminal gangs are cancer slowly eating society of any imperial hive city. |
2 |
6" |
5+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Autopistol |
4 |
4+ |
2/3 |
Range 6" |
|
Boots and knuckles |
4 |
4+ |
2/3 |
- |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly HIVE GANGER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
IMPERIAL CITIZEN, IMPERIUM, HIVE GANGER
DRUNK DOCKER |
APL |
MOVE |
SAVE |
WOUNDS |
Dockers' work make gears of imperial logistics rotate smoothly. However, when they're off duty, they often get drunk and aggressive. |
2 |
6" |
6+ |
8 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Improvised weapon |
4 |
5+ |
3/4 |
Stun |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly DRUNK DOCKER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
IMPERIAL CITIZEN, IMPERIUM, DRUNK DOCKER
FARMER |
APL |
MOVE |
SAVE |
WOUNDS |
Travelling across agricultural worlds, you may encounter imperial farmers, who don't like trespassers of thieir private property. |
2 |
6" |
6+ |
7 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Hunting las-rifle |
4 |
3+ |
2/4 |
Piercing Crits 1 |
|
Gun butt |
3 |
5+ |
2/3 |
- |
IMPERIAL CITIZEN, IMPERIUM, FARMER
FERAL CANID |
APL |
MOVE |
SAVE |
WOUNDS |
Canids often go astrain when their masters die. Those strain beasts hunt in packs terrorizing children and elderly people. |
2 |
7" |
6+ |
6 |
|
NAME |
ATK |
HIT |
DMG |
WR |
|
Vicious bite |
4 |
3+ |
2/3 |
- |
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly FERAL CANID operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
IMPERIAL CITIZEN, IMPERIUM, FERAL CANID